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Spells:
Ghost
Smite
Ability Order
Warpath (PASSIVE)
Hecarim Passive Ability
Introduction
Guide began: 4/19/12
Guide published: 4/23/12
Guide last updated: 4/24/12
Recommended
Greater Mark of Desolation We take Greater Mark of Desolation because the added armor penetration increases the damage of












Other Options







Greater Quintessence of Desolation While these runes do offer a very tempting amount of armor pen, the movement speed adds more control of the enemies while also granting some damage via

Why Offense?
We utilize the offense tree mainly for the 10% armor pen from




Why Defense?
In the defense tree, we take





Why Utility?
The utility tree gives us additional movement speed from






Other Viable Options
Other Possible options, in order of viability, would include 9, 12, 9; 0, 21, 9; 0,9,21; 20,10,0; and 20,1,9.
Starting Items
-
I recommend these starting items as they are a fairly starting item set for jungleing and provide a safe and effective jungle.
First Back
-
Grabbing boots on your first trip back is a MUST. The added movement speed gives you bonus damage, as well as a huge boost to ganking ability. If you are facing an overly AD heavy team with little CC, you may want to build
Ninja Tabi here.
Continued Purchases
-
Next build the
Sheen for the added damage on mele's between abilities. Comboing
Rampage and
Sheen/
Trinity Force procs make for a dangerous amount of damage.
-
After the
Sheen, if you did not build
Ninja Tabi, build
Mercury's Treads for the movement speed and the tenacity. CC and slows can shut down Hecarim, so beware!
-
Now we will begin to work on our
Trinity Force, starting with the
Phage component.
-
Before we finish our
Trinity Force, we will build a
Sunfire Aegis for the extra health and armor. You can start your cape with either the
Giant's Belt or the
Chain Vest dependent on the situation, but I prefer to get my resistances up.
-
Finishing our
Trinity Force will give us a nice boost to our heath and all around stats. This item is a MUST on
Hecarim.
-
Building the
Force of Nature will grant us a large amount of magic resist and health regen as well as some movement speed. Again, I prefer to build the
Negatron Cloak to get my resistances higher before I buy the
Regrowth Pendants.
-
We build the
Bloodthirster next for its high end damage and life steal for sustain.
-
Finishing the build is the
Phantom Dancer. This item gives us a boost to our attack speed to help with securing kills and bonus movement speed for more control. This item comes last as I don't believe it has a place in the build until late game.


These boots are your most common choice and best friend, and take first in my raking. They provide you with 35 tenacity, a stat that is a MUST on
Hecarim. The added magic resistance helps you resist burst damage from the enemy mid lane champion, and the movement speed is required on every champion.



These boots are a viable choice against attack damage heavy teams with little crowd control and take second place. A major benefit of these boots is that they can be bought after a full run through your jungle, giving a big boost to your ganks. These are the only other boots that I use on
Hecarim.



These boots are not worth their cost on
Hecarim, but I will rank them third in usefulness as the attack speed does still improve his damage output; the tenacity loss is not worth the gain in my opinion.



These boots receive third place as they provide only movement speed and no additional stats; nevertheless, movement speed is a very good stat on
Hecarim.



These boots are very lacking in their usefulness on
Hecarim, and are awarded fourth place appropriately.
Rampage's cooldown is a minimum of one second, so cooldown reduction is not nearly as useful on
Hecarim as it is on other champions. Also, sacrificing the tenacity is not worth the gains in this scenario.





These boots are very pointless on
Hecarim, but they are not 100% useless; they receive fifth place. The spell penetration does help
Hecarim's
Spirit of Dread ability and the initial damage from
Onslaught of Shadows, but that's all the benefit these boots provide other than the movement speed.






These boots are probably the worst choice you could take on
Hecarim, and for that; they will receive no ranking. While the boots do provide 5 movement speed, the bonus is reduced to 2 as soon as you enter combat; this means that the bonus is only good for one attack assuming that you are the one attacking. Other than that small, temporary, chance of a damage boost, these boots are a worse version of any above set of boots.

At level one, we put a point into
Rampage, as this is our main damage ability. At level two, we take
Spirit of Dread to gain a little more damage and utilize the self healing while in our jungle and when we will gank later. At level three, we put another point into
Rampage so we can clear the rest of our jungle quicker; at this point, if one of your lanes is in need of a gank, you can swap this point out for a point into
Devastating Charge and gank.
Rampage is our main damage ability, and we will be maxing it by level 9.
Spirit of Dread is our self heal and sustain; we will max this second.
Devastating Charge is our chasing and initiating ability for ganks, we will take a point in this early, but will not max it until level 18.
Onslaught of Shadows is our ultimate; just like every other champion, we will put a point into this every time we can.













Rampage will activate our
Sheen/
Trinity Force, so try and throw basic attacks in between Q's for extra damage output.
- This ability can be used to clear minion waves and creep camps very quickly late game.
- This ability resets
Hecarim's attack timer, so using this ability right after meleing in the jungle will utilize this ability to it's fullest.

- This ability heals us for all damage take by surrounding enemies, including damage from
Smite; this means that in a sticky situation, smiting a creep with
Spirit of Dread active can give you a boost to your healing. (133-261 additional health.)
- This ability works well with
Sunfire Aegis as the additional 35 damage per second is converted into an additional 10.5 health per second per target before resistances. (That's about equal to 26 health per 5 per target in range assuming a 50% damage reduction.)

- This ability can gain damage and knockback from distance traveled with
Onslaught of Shadows.
- Using this in combination with
Ghost and other speed buffs can make for powerful gank initations.
- Very useful for chasing down enemies. You can run through a running enemy and then push him back into your team for an easy kill.

- The fear can be utilized to shut down some ult's such as
Absolute Zero.
- Using the fear and the push from
Devastating Charge is a very easy way to initiate on a gank.
- This can also be used as an escape ability.

- Gives extra incentive for building movement speed.
- Extra source of damage. Gives even more damage from using
Devastating Charge,
Ghost, the speed shrines on Dominion, ect.
- Built in
Ghost mechanic by passing through units.
Recommended
-
Ghost is typically a must on
Hecarim. The speed boost synergizes very well with his other abilities and his champion style in general.
Other Good Choices
-
Flash is a good summoner spell in general. It is a get-out-of-jail-free card for any poor positioning and can be used to escape abilities such as
Cataclysm and
Event Horizon.
-
Exhaust is a great spell used for shutting down an enemy carry or securing a kill. I would only take this spell if noone else is.
-
Ignite can be used to easily secure kills. I personally don't like this spell on
Hecarim, but you may take it if you would like.
-
Cleanse removes cc and is a great spell. I personally do not like this spell as it can in essence be "bought" if you buy a
Quicksilver Sash.
-
Since it's buff,
Heal is a viable spell in my opinion, but it is more useful for either your support and/or carry (if you are running double heal bot lane).
-
Teleport can be used for quickly arriving in a lane that is in dire need of help or can be used for split pushing late game. I personally do not recommend this spell as it is a better choice for champions in the lane, but it can be used for a jungler to teleport to wards and gank.
Don't Take These
-
You are not supporting anyone. If you are having mana problems, replace some seals with mana regen per level.
-
This spell gives little benefit to
Hecarim. You are much better taking any of the spells in the above sub-section.
The jungle route I recommend following is the standard blue buff route.
One thing you must never forget: GANK FOR YOUR LANES. If you don't, then you are not helping your team at all. If you need to gank at level 3 rather than in
Rampage, put a point into
Devastating Charge for initiating the gank and to close the distance easily.
- Start at the blue golems. Get a leash from mid and/or top.
- Continue onto wolves.
- Move onto wraiths.
- Next, kill the double golems.
- Move onto Red Buff. You may change the order of the double golem and Red Buff.
- Wraiths will have respawned by now; kill them.
- Finish off the fresh wolf camp and go back!
One thing you must never forget: GANK FOR YOUR LANES. If you don't, then you are not helping your team at all. If you need to gank at level 3 rather than in


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